← Back to Projects

Deferred Rendering on PS5

Timethy Hyman

Personal Project University Project Custom Engine PS5

Overview

The PS5 renderer was my introduction to Rendering.

This renderer was created in 16 weeks time. 8 weeks for the base render backend and 8 weeks for the deferred rendering aspect.

Key Contributions

I built a render backend for the PS5 that has:

  • GLTF model loading
  • PBR
  • IBL
  • Skybox
  • Deferred Renderpasses
  • ECS Architechture

Deferred Rendering

Deferred Rendering is the act of separating the lighting calculation from the geometry. In a deferred renderer,we first draw all geometry into the render target. Then in the lighting pass, we only do lighting calculations for the visible pixels. This massively reduces the amount of costly light calculations done per frame.

To keep track of all the geometry and their data, deferred rendering uses a G-Buffer. This contains data such as the normals, depth and albedo of the rendered geometry.

256 small light volumes illuminating the object

Dive Deeper

Because of Playstation NDA I cannot go more into implementation details, but if you’d like to read a detailed explanation of how deferred rendering works, check out the blogpost!